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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+using System;
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+using System.Linq;
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class DecalSample : Sample
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+ {
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+ Scene scene;
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+ bool drawDebug;
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+ Camera camera;
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+
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+ public DecalSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateScene();
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+ CreateUI();
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+ SetupViewport();
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+ SubscribeToEvents();
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+ }
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+
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+ void CreateUI()
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+ {
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+ SimpleCreateInstructionsWithWasd(
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+ "\nLMB to paint decals, RMB to rotate view\n" +
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+ "Space to toggle debug geometry\n" +
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+ "7 to toggle occlusion culling");
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+ }
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+
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+ void SubscribeToEvents()
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+ {
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+ // Subscribe HandlePostRenderUpdate() function for
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+ // processing the post-render update event, sent after
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+ // Renderer subsystem is done with defining the draw
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+ // calls for the viewports (but before actually
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+ // executing them.) We will request debug geometry
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+ // rendering during that event
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+
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+ SubscribeToEvent<PostRenderUpdateEvent>(e =>
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+ {
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+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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+ // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
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+ // bones properly
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+ if (drawDebug)
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+ {
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+ GetSubsystem<Renderer>().DrawDebugGeometry(false);
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+ }
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+ });
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ UI ui = GetSubsystem<UI>();
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+ var input = GetSubsystem<Input>();
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+
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+
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+ const float mouseSensitivity = .1f;
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+ const float moveSpeed = 40f;
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+
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+ if (input.GetMouseButtonDown(Constants.MOUSEB_RIGHT))
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+ {
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+ var mouseMove = input.MouseMove;
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+ Yaw += mouseSensitivity * mouseMove.X;
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+ Pitch += mouseSensitivity * mouseMove.Y;
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+ Pitch = MathHelper.Clamp(Pitch, -90, 90);
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+ }
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+
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+ CameraNode.Rotation = new Quaternion(Pitch, Yaw, 0);
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+
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+ if (input.GetKeyDown(Constants.KEY_W))
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+ CameraNode.Translate(Vector3.UnitZ * moveSpeed * timeStep);
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+ if (input.GetKeyDown(Constants.KEY_S))
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+ CameraNode.Translate(-Vector3.UnitZ * moveSpeed * timeStep);
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+ if (input.GetKeyDown(Constants.KEY_A))
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+ CameraNode.Translate(-Vector3.UnitX * moveSpeed * timeStep);
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+ if (input.GetKeyDown(Constants.KEY_D))
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+ CameraNode.Translate(Vector3.UnitX * moveSpeed * timeStep);
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+
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+ if (input.GetKeyPress(Constants.KEY_SPACE))
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+ drawDebug = !drawDebug;
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+
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+ if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT))
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+ PaintDecal();
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+
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+ base.Update(timeStep);
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
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+ }
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+
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+ void CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+ scene = new Scene();
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ // Also create a DebugRenderer component so that we can draw debug geometry
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+ scene.CreateComponent<Octree>();
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+ scene.CreateComponent<DebugRenderer>();
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+
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+ // Create scene node & StaticModel component for showing a static plane
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+ var planeNode = scene.CreateChild("Plane");
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+ planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f);
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+ var planeObject = planeNode.CreateComponent<StaticModel>();
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+ planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
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+ planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ var zoneNode = scene.CreateChild("Zone");
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+ var zone = zoneNode.CreateComponent<Zone>();
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
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+ zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
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+ zone.FogStart = 100.0f;
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+ zone.FogEnd = 300.0f;
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ var lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
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+ var light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+ light.CastShadows = true;
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+ light.ShadowBias = new BiasParameters(0.00025f, 0.5f);
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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+
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+ // Create some mushrooms
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+ const uint numMushrooms = 240;
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+ for (uint i = 0; i < numMushrooms; ++i)
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+ {
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+ var mushroomNode = scene.CreateChild("Mushroom");
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+ mushroomNode.Position = new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f);
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+ mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
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+ mushroomNode.SetScale(0.5f + NextRandom(2.0f));
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+ var mushroomObject = mushroomNode.CreateComponent<StaticModel>();
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+ mushroomObject.Model = cache.Get<Model>("Models/Mushroom.mdl");
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+ mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
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+ mushroomObject.CastShadows = true;
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+ }
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+
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+ // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
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+ // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
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+ const uint numBoxes = 20;
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+ for (uint i = 0; i < numBoxes; ++i)
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+ {
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+ var boxNode = scene.CreateChild("Box");
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+ float size = 1.0f + NextRandom(10.0f);
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+ boxNode.Position = new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f);
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+ boxNode.SetScale(size);
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+ var boxObject = boxNode.CreateComponent<StaticModel>();
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+ boxObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
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+ boxObject.CastShadows = true;
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+ if (size >= 3.0f)
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+ boxObject.Occluder = true;
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog
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+ CameraNode = scene.CreateChild("Camera");
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+ camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 300.0f;
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+ // Set an initial position for the camera scene node above the plane
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+ CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
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+ }
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+
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+ bool Raycast(float maxDistance, out Vector3 hitPos, out Drawable hitDrawable)
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+ {
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+ hitDrawable = null;
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+ hitPos = Vector3.Zero;
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+
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+ var graphics = GetSubsystem<Graphics>();
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+ var input = GetSubsystem<Input>();
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+
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+ IntVector2 pos = input.MousePosition;
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+ Ray cameraRay = camera.GetScreenRay((float)pos.X / graphics.Width, (float)pos.Y / graphics.Height);
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+
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+ RayOctreeQuery query = new RayOctreeQuery(cameraRay, RayQueryLevel.RAY_TRIANGLE, maxDistance, Constants.DRAWABLE_GEOMETRY);
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+
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+ scene.GetComponent<Octree>().RaycastSingle(query);
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+
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+ if (query.Results.Count > 0)
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+ {
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+ var first = query.Results.First();
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+ hitPos = first.Position;
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+ hitDrawable = first.Drawable;
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+ return true;
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+ }
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+ return false;
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+ }
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+
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+ void PaintDecal()
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+ {
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+ Vector3 hitPos;
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+ Drawable hitDrawable;
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+
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+ if (Raycast(250.0f, out hitPos, out hitDrawable))
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+ {
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+ var targetNode = hitDrawable.Node;
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+ var decal = targetNode.GetComponent<DecalSet>();
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+
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+ if (decal == null)
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+ decal = targetNode.CreateComponent<DecalSet>();
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+ decal.Material = cache.Get<Material>("Materials/UrhoDecal.xml");
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+ }
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+
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+ // Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
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+ // use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
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+ // plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
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+ // undesirable, it may be necessary to create more than one DecalSet based on the distance
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+ decal.AddDecal(hitDrawable, hitPos, CameraNode.Rotation, 0.5f, 1.0f, 1.0f, Vector2.Zero,
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+ Vector2.One, 0.0f, 0.1f, uint.MaxValue);
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+ }
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+ }
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+
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+ }
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+}
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